Difference between revisions of "Kossite Woodsmen"
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− | Kossite Woodsmen are militia. They don't have much in terms of stats or weapons, but they are cheap. In Mk2 they were mostly presented only in fun games. | + | Kossite Woodsmen are militia. They don't have much in terms of stats or weapons, but they are cheap. In Mk2 they were mostly presented only in fun games. After some (well deserved) stat improvements and general change in the gameplay after the Oblivion CID... they may actually find their way into your lists. |
− | + | They can amend the inherent weakness of the jack-heavy lists by scoring in circular zones, and thanks to Ambush they may do it early on. Ambush allows you some tricky scenario play - even more so in scenarios with far-flung zones, where your battlegroup and caster can't be everywhere at once. However, when it comes to fight, yiur expectations should be harnessed. With their sub-par RAT/MAT they won't hit too often (even with the back strike bonus), and the meagre strength of their weapons make it unlikely that they'll cause anything beyond some minor annoyance. They can run up to 15" on their arriving turn, contest a flag or a zone for a turn, might catch some unguarded artillery pieces, but don't expect much beyond that. | |
− | + | This theme also offers excellent, self-sufficient troops in the "non-warjack" compartment, like the [[Widowmaker Scouts]] or the [[Kayazy Eliminators]], the latter being some of the best free-card here. Still, they are pretty low on the target priority list, so either they live to score/contest, or the enemy wastes resources on them, sparing your more valuable assets. | |
===Combos & Synergies=== | ===Combos & Synergies=== |
Revision as of 19:11, 18 December 2019
Kossite Woodsmen |
It is the law of Khador that all citizens must serve in the military, and the Kossite clans of the far north are no exception. Despite their motley appearance and simple weapons, the Kossite woodsmen are fierce warriors. They wait in ambush with the patience and instincts of a hunter, and strike at the perfect moment to kill key assets or crumble the enemy’s flank.
Contents
Basic Info
Kossite Woodsmen | |||||||||||||||||||||||||||||||||||||
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Abilities
- Advance Deployment
- Pathfinder
- Please use {{Ambush1}} for independant models, and {{Ambush2}} for units.
- Prowl - While this model has concealment, it gains stealth.
Weapons
- Hunter's Weapon - 10" range, POW 10 ranged weapon.
- Hand Weapon - 0.5" reach, P+S 8 melee weapon.
Theme Forces
- Khador
- Jaws of the Wolf
- Warriors of the Old Faith. They become both a Khador and a Protectorate model in this theme.
- Other Factions
- Hearts of Darkness. Kossite Woodsmen can only go in this theme if Malakov2 is leading the army. It becomes an Infernal model/unit.
Recent Changes
2019.07 Oblivion update
- Points drop to 6/10 (from 7/11)
Thoughts on Kossite Woodsmen
Kossite Woodsmen in a nutshell
Kossite Woodsmen are militia. They don't have much in terms of stats or weapons, but they are cheap. In Mk2 they were mostly presented only in fun games. After some (well deserved) stat improvements and general change in the gameplay after the Oblivion CID... they may actually find their way into your lists.
They can amend the inherent weakness of the jack-heavy lists by scoring in circular zones, and thanks to Ambush they may do it early on. Ambush allows you some tricky scenario play - even more so in scenarios with far-flung zones, where your battlegroup and caster can't be everywhere at once. However, when it comes to fight, yiur expectations should be harnessed. With their sub-par RAT/MAT they won't hit too often (even with the back strike bonus), and the meagre strength of their weapons make it unlikely that they'll cause anything beyond some minor annoyance. They can run up to 15" on their arriving turn, contest a flag or a zone for a turn, might catch some unguarded artillery pieces, but don't expect much beyond that.
This theme also offers excellent, self-sufficient troops in the "non-warjack" compartment, like the Widowmaker Scouts or the Kayazy Eliminators, the latter being some of the best free-card here. Still, they are pretty low on the target priority list, so either they live to score/contest, or the enemy wastes resources on them, sparing your more valuable assets.
Combos & Synergies
If all the things above didn't deter you from playing them, consider the following.
- Anyone who can conceal these guys. Most notably Sorscha1 with Fog of War or the steam patches of the Kodiak, coupled with Harkevich's Reposition Field Marshal
- Yuri the Axe - Gives them a buff in forests.
Drawbacks & Downsides
- They're a special order model
- Treewalker from Yuri is worthless, if there's no forest around.
- Once the enemy gets bead on them, they'll die in no time. And for some armies they are just cheap corpse/soul token.
- Allowed only in one theme force, where all the other units are way better than them.
Tricks & Tips
- Stats-wise they are among the weakest Khador units - meaning, they are very low on the target-priority list. Any shot that falls upon them will be spared from your more valuable units.
Other
Trivia
Released in Warmachine: Escalation (2004)
Other Khador models
Rules Clarifications
Rules Clarification : Advance Deployment + Ambush
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Rules Clarification : Advance Deployment (Edit)
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Rules Clarification : Pathfinder (Edit)
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Rules Clarification : Ambush (Edit)
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Rules Clarification : Prowl and/or Just a Tree? (Edit)
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